Hunter Starter Pack

Hunters

Game Plan

📘 ATTACK PLAN — HUNTERS
🎯 Objective

Control the pace of the match, punish opponent mistakes, and close the game through coordinated pressure—especially effective against Vampires and Undead.

1️⃣ Early Game (Turns 1–3)

Goal: Establish tempo control.
Deploy low-cost hunters, scouts, and war hounds. Use exhaustion effects and traps to slow early aggression. Avoid unnecessary trades—forcing mistakes is more valuable than forcing damage.

2️⃣ Mid Game (Turns 4–6)

Goal: Tactical punishment and advantage.
Introduce silver crossbowmen, reactive healing, and targeted control. Pressure key enemy units. Commit to attacks only when you can protect your board or deny effective responses.

3️⃣ Late Game (Turns 7+)

Goal: Decisive close.
Activate orders, global buffs, and leadership effects. If the opponent survives, slow the game down: remove threats one by one and attack only when trades are clearly favorable.

Weaknesses / Counters

⚠️ Weaknesses / Counters

Vulnerable to fast swarm decks if early control is missed.

Can run out of resources if the late game is forced without advantage.

Common mistake: attacking by habit instead of calculation.

Key advice: not every turn is an all-in—knowing when not to attack wins games.

Lista del mazo

  • 2x Van Hargen Recruit
  • 2x Hunter Trainee
  • 2x Village Soldier
  • 1x Reckless Volunteer
  • 2x Wall Spearman
  • 1x Road Guard
  • 1x Greywood Scout
  • 1x Trapper of the Greywood
  • 1x Alpha War Hound
  • 1x Young War Hound
  • 1x Field Medic
  • 1x Bell Tower Watchman
  • 1x Mounted Courier
  • 1x Makeshift Torch
  • 1x Simple Rope Trap
  • 1x Ignited Arrow
  • 1x Fallback Strategy
  • 1x Wormwood Potion
  • 1x Blessing of Dawn
  • 1x Hidden Stake Trap
  • 1x Order of Total Hunt
  • 1x Oak Shield
  • 1x Blessed Protection Amulet
  • 1x Chapel Bulwark
  • 1x Fortified Camp